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Development Log / Re: Dev Log #56: Experimental Branch with Version 1.0.3.13
« on: March 19, 2018, 10:53:03 am »For first paragraph, no. By definition it is no longer a hostile action. I am not so sure what you are getting at. Item ownership? Then how come you can trigger hostility from them by punching them in the face and take all their stuff? Is that not bad design then, allowing player to loot everything from NPC? Pick pocket is *just* another way of giving player more choice to take everyone's stuff. Like other stealing skills and punching people in the face.Then remove hostile triggering part of pickpocketing too.Remove the hostility of stealing? That's ridiculous. If you do that you may as well remove all sense of ownership for everything in the game, which is also ridiculous but not worse than removing the inherent hostility of stealing - which is what pickpocketing is. Stealing. Unlike opening locks which aren't owned.
And no, you've again completely misunderstood what I'm saying, and cumulatively so, to boot. You're intentionally ignoring the simple points i'm making, presumably because you so desperately want pickpocketing to be more simple a tool. Your suggestions just don't make any sense in a game designed to be fun or internally consistent. You would neuter a skill (pickpocketing) and make the entire game slower and more boring (increased delay in lock skills) just so...what? You wouldn't have to think about pickpocketing and it would just be an inventory for characters who bought into the skill? Ridiculous.
By your suggestion, pickpocketing would no longer benefit from skill investment beyond threshold clearance. That would have the advantage of making it more like other non-combat skills in the game, but it would also have the disadvantage of making it more like other non-combat skills in the game. You would just have an NPC inventory to choose from, and a set value of what could be taken. This deprives the player of agency by removing their ability to improve the amount of items stealable (the effect of the skill, and thus the effect of the build). It also would put a fairly large burden on the devs to rebalance the inventory and/or pickpocketing threshold of every pickpocketable NPC. No, it appears that what you want is to prevent players from being allowed to make good pickpockets, so that everyone who is a pickpocket is instead an utterly average one. That's terrible design.
(And yes. I do trigger partial hostility from NPC by punching them in the face because I know those kills are consequence free. I assume you have not tried it before?)
Second paragraph: I could say the same to you. But you don't see me accusing you making game slower and unfun by giving pickpocket cooldown. You think that only pickpocket should have cooldown, I think we should bring back cooldown back for the locks and hacks. You said it yourself that skill need investment. I just think it is not enough for locks and hacks. And that neutering comment. HAHA, that is one way to look at it. Either you have misunderstood what I said or you think installing safety on the mechanic is neutring them. Like installing worker protection on the circular saw and reducing its capacity to cut user's limbs off counts as "Neutering". You could provide as how ability to trigger hostility from pickpocket is beneficial though. I doubt you can.
Third paragraph display that you really misunderstood what I said. I will try to keep it simple.
1. Keep the same pickpocket system.
2. Player will be unable to steal an item from NPC when transparent bar becomes red.